That's actually what I did when testing on a single plane for a leaf. But I would also have to offset it's position slightly to avoid any flickering right? That's what I did anyway. But I wouldn't mind finding a prettier solution if you know what I mean.
i think most of your complaints arise from lighting. i find it hard to reproduce the lighting that would be ingame with 3ds max. so i imported part of the scene into my game engine. the lights also flicker. here is what i meant the lighting to look like:
hehe first I like him. Cool style like always but I like the eyes on the scetch more. He looks a bit innocent and stupid with the round eyes, now I like that, but I think the more slicker eyes would make the char visually more interesting
I have created a candle flickering flame using cascade.Problem is whenever I drag it from the content browser into the level. It does not show up.I have tried scaling the emitter, increased initial size in the cascade and also saved my package. I am using png files as textures.
Picasa, Imagru, Flicker and many others are what works. Also, depends, if you're Viewport capturing from Max and Maya packages, you can get scripts to do the job for you and/or use Grab Viewport under tools sections. You could also render...
thanks for the comments vig :) - I was trying to create a sort of flickering shadow with barrel fire, but I guess you can only pull them off in an actual animated scene. Anyhoo, here is some updates. Update: so, what do you kids think of it?
Playing around outside if you know what i mean They flicker on/off every 4 seconds. The only problem I seem to have with this is that I do not get ANY of this bloom while playing inside the editor. Is there a way to fix this? I have a post process volume and everything as well.
Those emissive are working, niccce thanks for the tip. Still a lot of work to do :D Does anyone know how to randomize an effect in the material editor? The screens have a flicker and panning effect to them, however they all occur at the same time. Any help would be greatly appreciated :thumbup:
Also, for your symbols idea: instead of the charging fireballs in an arc, you could do a few symbols with a firey texture, then use distortion to give it the illusion of movement and heat. So you would have a flame symbol in the place of each fireball, scaled about the same, that flickered and waved a little
Seeing the texture would help but most likely mipmapping issue. http://wiki.polycount.com/wiki/Edge_padding With distance, the texture gets its resolution lowered to prevent ugly pixel flickering, making this error more visible. So you should make the dark color "bleed" farther.